raystuttgart
Civ4Col Modder
I'm losing boycotted goods from my capitol, it has a Customs House but it doesnt seem to sell any goods. What am I doing wrong? Is something bugged?
Custom House in TAC does not sell boycotted goods.
I'm losing boycotted goods from my capitol, it has a Customs House but it doesnt seem to sell any goods. What am I doing wrong? Is something bugged?
I have to defeat his entire navy in addition to his entire expeditionary force?
it has a Customs House but it doesnt seem to sell any goods. What am I doing wrong? Is something bugged?
At each turn, exactly 50 per cent of all excess storage will be abolished in the settlement, except for having a building located there enabling automatic selling of the surplus. The last level of this kind of buildings is the custom house, automatically selling any surplus not being affected by a boycott at 80 per cent of the current sales price (and of course after deducting the current tax rate).
No, killing his soldiers and cannons should be quite enough. Guynemer, could you upload your save?
If he had moved some of my civilians out of a city he had taken, could that be enough?
At our English manual you will find explanations of important features like that.![]()
Since now the man-o-wars stay in the map around the player's city you can not use ships at all, hey they have 100 ships!
Ok, so custom houses are only useful with monarchy after revolution... understood.On the custom house, iirc it would only continue to work if you choose "monarchy" in your constitution, such that you are still allowed to trade with Europe. Previous boycotts will still be in place even so, and if you choose the option that does not let you continue European trade your Custom Houses and their ilk will not have any benefit, as ALL goods are considered boycotted at that point.
As to the King's navy, it's not at all impossible to achieve naval superiority in TAC. Most times by the time I declare independence I have about 1/2 as many ships as the king. With the liberty combat bonus and especially after they start getting promotions, my ships of the line can go toe-to-toe with his Men-o-War with 60%+ combat odds. Usually the final wave still punches through as most of my remaining ships are in dock repairing, but a careful defense can still sink many fully loaded transports and eventually wrest control of the seas back.
Hope that helps.
I have 3 or 4 isles. Some one tile plot, others with 2 plots.Which difficulty level do you use?
You have a city on a one-tile-plot, and you have problems to defend it. What was your preparation for the battles there, especially for the naval war?
Concretely:
How many warships had you built to defend your coast and that city?
It didn't matter since I was not able to create ships because I had no cloth. I was playing the full America map, and conquered half of south America. There is no cotton there. The only way to build ships for me was buying cotton in Europe, since the other European nations are totally hostile in that level and I had to declare war to them in order to get military points and XP for my units.How many shipyards have you had at the beginning of the independence war?
No matter how you do it; it's not viable at all since now the other nations would win the revolution before I could create enough ships...And how many turns do you need to produce a new warship during the war?
Indeed, compared to vanilla, TAC improved the game really a lot. But - and I think that's the point - TAC did not change the fundamental base and nature of the game. When it comes to War of Idependence (WoI), Civ4Col - and also TAC, with some improvement - works quite the same way as it was in original Col long time ago.There has not been a change in the base of the game. [/B]
Well, I don't know exactly...Really? What would you want to have happen in the post-WoI late game, Willi?
I don't know. To be honest I barely played vanilla Civ4Col back when it came out, so I don't remember how natives work by default. I do recall it was nothing like this in the original Colonization, or at least in the lower difficulty levels.@Lord Shadow
Reading your "War Log" with curiously, I can understand that your are not happy about the way things happened in that game. But as far as I can tell, the balancing of strength (brave vs. musketman/garrison) has not been altered by TAC. So losing towns against the native is is not really a "TAC issue", it may also happen the same way in Vanilla.
On the other hand, AI has been greatly improved by TAC, furthermore AI colonies receive some free garrison units in early game. But the human player must organize his defence by himself, and early enough...
I've been fooled myself by "wrong relation display" too, it's really not funny to be attacked by a tribe despite of having +2 relation with them. I think, the newest version of TAC based RaR Mod fixed that issue.
However, when the time came, a different tribe (the Tupi) attacked me at the cities I had weakened even though our relations were at +2.
I've been fooled myself by "wrong relation display" too, it's really not funny to be attacked by a tribe despite of having +2 relation with them.
I have 3 or 4 isles. Some one tile plot, others with 2 plots.
I played in the hardest level.
The game clearly states there is no need to defeat the king's navy, so what's the point of forcing the user to create an enormous navy to protect one isle? That's why I say TAC is not thought for Caribbean maps and is obvious after playing a few games; you have to choose between defending the main colonies or creating a navy to protect the isles.
The king had 120 man-o-wars when starting revolution, I had 30 warships (frigates and ships of the line).
It didn't matter since I was not able to create ships because I had no cloth. I was playing the full America map, and conquered half of south America. There is no cotton there. The only way to build ships for me was buying cotton in Europe
No matter how you do it; it's not viable at all since now the other nations would win the revolution before I could create enough ships...
All great advice.There is only one way to avoid this (except for managing to keep them at good terms, of course): identify the cities which are likely to be attacked first and put almost all of your defensive forces into these cities. The cities deeper inside your colony's area need much less protection. One or two units will do, if necessary at all.
In case of having already experienced ground forces (preferably with the Woodsman promotions in most cases) try to counter-attack at the periphery to avoid them assembling too big stacks.
If there is already a stack next to your settlement, a counter-attack against that stack may be viable. Your units cannot leave the settlement, but will reduce its strength, thus making the AI wait even longer for reinforcements. This will give you time to bring in your own reinforcements.
And finally, the AI doesn't build strategic reserves. Sometimes you will just have to suffer some losses (in numbers and settlements) but you will have weakened their initial forces. Then go and destroy their settlements as quickly as possible. Each destroyed settlement will lower their ability to create new units.
And have roads between your settlements - not only for transporting goods and weapons, but for relocating your ground forces quickly enough (or in the case of coastal cities, have some ships available for transportation).
And make use of your citizens. A carpenter or even a statesman may serve well as colonial militia - better to lose one expensive unit than to lose a city having taken 150 turns of development. Disarm wounded soldiers and re-equip citizens with full health.
And finally, my first general typically becomes a surgeon to heal wounded troops. Any unit you don't lose not only will be able to fight at least one other fight, but won't lose its weapons to the natives, either.
That's not my playstyle, and I don't think the game should treat the natives like a dormant Zerg brood that has to be destroyed with a very early pre-emptive strike before it becomes dangerous.Im playing this Mod with Patriot difficulty and i dont get any problems against natives. Just go to Europe and buy same cannons. They are cheap enough. So in early game you can easily rape the natives. In the beginning of game you allready have Cuirisairer, and first cannon from Europe cost only 500 gold, second 600 gold and etc.. So, you can start early conquest without any bigger problems.
Sorry for bad english...
I know some tribes are more aggressive than others, but there's something fundamentally wrong with portraying the natives in general as nothing more than a huge latent menace that has to be eliminated sooner or later. There's precious little that can be done to appease them, and European expansion gradually and inexorably angers them. Who knows, maybe I should actually trade with them instead of just dealing with the King.Natives can become a lethal danger especially on bigger maps. Give them some time to grow and get angry on you, and you may face literally hundreds of them.
I understand the philosophy behind this, but the player can't deduce which chief has which personality, or get the hint he could be attacked due to weak defenses. In all recent Civ games, diplomacy screen has always been the tool to determine whether another leader likes you or could attack you soon. In this case, just like it tells you natives are getting upset because of your encroachment, it should also tell you whether your military weakness is giving them ideas, or their personality drives them to just not like you.When a AI-nation is thinking about attacking another nation, there are several influencing factors. The current diplomatic relations are one of these factors. Other factors are, for example, the character of the AI leader and (very important!) the balance of power: If the AI-troops are superior to your troops, this leader will probably attack you.
If you have good relations to a AI-leader and he decides to attack you all the same, he has his reasons to do so. This behaviour is no bug, it's a feature. The TAC-modders didn't want that a user takes no notice of the necessity of a solid military defense.